Well, here's how to prepare a model in 3D Studio MAX or GMax for rigging it in TPDC later. Forgive me for making separate posts, but it looks more tidy that way.

1. Open your model's file in 3D Studio Max/Gmax. If it wasn't a .max or .gmax file, you should save it as one, then open that one again, otherwise the textures won't be present when you export to a .TPM file.
2. Select the mesh.
3. Select the 'Rotate' button.
4. Set the X, Y and Z rotations to 0.
5. Apply an XForm modifier (Modifiers->Parametric Deformers->XForm).
6. On the right panel, expand the XForm modifier
7. Select 'Gizmo'.
8. Apply the necessary rotations to the X, Y and Z axes until the model is facing the proper way, which is as follows:

- the head on the positive side of the Y axis- the tail on the negative side of the Y axis- the left side on the negative side of the X axis- the right side on the positive side of the X axis- the top on the positive side of the Z axis- the bottom on the negative side of the Z axis.

Now, for the following steps, you should have already exported the dinosaur whose bones you want to use as a .3DS file from within TresEd. In fact, it's a good idea to keep a library of original dinosaurs exported in .3DS format. Make sure that when you exported them you checked the "Center objects around (0,0,0)" option.

10. Import the base dino (File->Import). Make sure you have selected the "Merge objects with current scene" radio button.
11. With the base dino still selected, select the 'Rotate' button.
12. Set the X, Y and Z rotations to 0. That should have aligned the base dino with the new one.
13. Select the 'Uniform scale' button (the topmost of all three 'Scale' buttons: 'Uniform scale', 'Non-uniform scale' and 'Squash'). You need to click on the lower right-edge of the 'Scale' button to be able to select one of the three.
14. Copy the scale value for the base dino that appears at the bottom of the screen, in the box labeled "X:".
15. With the "Uniform scale" button still selected, click on the new mesh to select it.
16. Paste the scale value on the box labeled "X:" to apply it to the new mesh.
17. Now apply an XForm modifier to the new mesh.
18. On the right panel, expand the XForm modifier
19. Select 'Gizmo'.
20. With the "Uniform scale" button still selected, scale the new mesh until its overall dimensions approximately match the base model. Pay attention especially to the width of the body, the distance between the front and hind legs (for quadrupeds) or the distance between the base of the neck and the hind legs (for bipeds).
21. Collapse all modifiers.

Now you have to position the new mesh so that it matches the base dino.

22. Select the 'Move' button.
23. Position the new mesh so that it matches the base dino on all three axes, click on the "Hierarchy" button on the top of the right panel and then on the "Reset Pivot" button.
24. Click on the "Modify" button on the top of the right panel and apply an XForm modifier.
25. On the right panel, expand the XForm modifier.
26. Select 'Center'.
27. Set the X, Y and Z coordinates to 0.
28. Select 'XForm' (the root of the modifier).
29. Set the X, Y and Z coordinates to 0.
30. Select 'Gizmo'.
31. Set the X, Y and Z coordinates to 0.
32. Collapse all modifiers.

Now you're done with the basic positioning, rotating and scaling, and you have to fine-tune the mesh.

33. With the new mesh still selected, expand the "Editable mesh" tag on the right panel.
34. Select the "Vertex" branch, and make sure the "Ignore backfacing" option is unchecked (as Remdul suggests).
35. Select groups of vertices or individual ones as needed, and position/rotate/scale them so that the new mesh matches the base dino more closely. Pay attention to things like the head, the tail and the legs, particularly.

Once you're satisfied with that, it's time to export the model to a .TPM format file. Make sure that the textures used by the materials you're using on your mesh have been saved as 256-color .BMP images no larger than 256x256 pixels, and that they are placed on the same folder where you're going to save the .TPM file. Also, make sure you exported the base dino as a .TPM file for reference too. Like with the .3DS files, it's a good idea to keep a library of original dinosaurs exported in .TPM format. And make sure you've previously copied the TPM Exporter script inside the "scripts" or "scripts\startup" foler of your 3D Studio MAX or GMax installation.

36. Close the "Editable mesh" tree.
37. With the new mesh still selected, right-click on the window you've been working on and select "Hide Unselected".
38. On the right panel, click on the "Utilities" button (the rightmost one at the top, with a hammer icon).
39. Click on the "MAXScript" button (the one at the bottom).
40. If you placed the TPM Exporter script in the "scripts" folder, click on the "Run Script" button and open the script; if you placed it in the "scripts\startup" folder, you can simply slect it from the "Utilities" drop-down list below.
41. make sure the "Skip Hidden Objects" and "Skip Frozen Objects" boxes are checked, and click on the "Export Scene" button.
42. Enter a name and save the .TPM file. Make sure you're placing it on the same folder where your textures are stored.

Now you have finished using 3D Studio MAX or GMax, the next steps will require the use of a text editor instead.

43. Using your favorite text editor (Notepad or even DOS' EDIT.COM should be enough), open the .TPM file you just saved.
44. Also, open the .TPM file for the base dino in another text editor window.
45. Look for the "instance" group of the base dino (it's usually at the end of the file, or near it) and copy the whole "position" line.
46. Look for the "instance" group of the new dino too, delete its "position" line (it should be 0,0,0 anyway if you followed the previous steps) and paste the one you copied from the base dino instead.
47. In case the "scale" values don't match, do the same copy/paste operation with the corresponding lines.
48. Save the new dino's .TPM file again.

Now the model is ready to be opened in TPDC for rigging. Enjoy!

It's a good idea if you save your work after each group of steps, just in case something happens.

3D Studio MAX is commercial. GMax is free, you can get it at http://www.turbosquid.com/. TPDC and the TPM import/export plugins re free and can be found at Remdul's site, check the main "TPDC" thread for a link.

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